layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; float iBloomMixmode; float fBloomThreshold; float fBloomAmount; float fBloomSaturation; float fBloomTint_r; float fBloomTint_g; float fBloomTint_b; float bLensdirtEnable_toggle; float iLensdirtMixmode; float fLensdirtIntensity; float fLensdirtSaturation; float fLensdirtTint_r; float fLensdirtTint_g; float fLensdirtTint_b; float bAnamFlareEnable_toggle; float fAnamFlareThreshold; float fAnamFlareWideness; float fAnamFlareAmount; float fAnamFlareCurve; float fAnamFlareColor_r; float fAnamFlareColor_g; float fAnamFlareColor_b; float bLenzEnable_toggle; float fLenzIntensity; float fLenzThreshold; float bChapFlareEnable_toggle; float fChapFlareThreshold; float iChapFlareCount; float fChapFlareDispersal; float fChapFlareSize; float fChapFlareCA_r; float fChapFlareCA_g; float fChapFlareCA_b; float fChapFlareIntensity; float bGodrayEnable_toggle; float fGodrayDecay; float fGodrayExposure; float fGodrayWeight; float fGodrayDensity; float fGodrayThreshold; float iGodraySamples; float fFlareLuminance; float fFlareBlur; float fFlareIntensity; float fFlareTint_r; float fFlareTint_g; float fFlareTint_b; } global; #pragma parameter bLensdirtEnable_toggle "Lens Dirt Enable" 0.0 0.0 1.0 1.0 #pragma parameter bAnamFlareEnable_toggle "Anam Flare Enable" 0.0 0.0 1.0 1.0 #pragma parameter bLenzEnable_toggle "Lenz Enable" 0.0 0.0 1.0 1.0 #pragma parameter bChapFlareEnable_toggle "Chap Flare Enable" 0.0 0.0 1.0 1.0 #pragma parameter bGodrayEnable_toggle "Godray Enable" 0.0 0.0 1.0 1.0 #pragma parameter iBloomMixmode "Bloom Mix Mode" 0.0 0.0 2.0 1.0 //Linear add\0Screen add\0Screen/Lighten/Opacity\0Lighten\0 #pragma parameter fBloomThreshold "Bloom Threshold" 0.8 0.1 1.0 0.1 //Every pixel brighter than this value triggers bloom. #pragma parameter fBloomAmount "Bloom Amount" 0.8 0.0 20.0 0.1 //Intensity of bloom. #pragma parameter fBloomSaturation "Bloom Saturation" 0.8 0.0 2.0 0.1 //Bloom saturation. 0.0 means white bloom, 2.0 means very, very colorful bloom. #pragma parameter fBloomTint_r "Bloom Tint R" 0.7 0.0 1.0 0.05 #pragma parameter fBloomTint_g "Bloom Tint G" 0.8 0.0 1.0 0.05 #pragma parameter fBloomTint_b "Bloom Tint B" 1.0 0.0 1.0 0.05 //R, G and B components of bloom tint the bloom color gets shifted to. #pragma parameter iLensdirtMixmode "Lens Dirt Mix Mode" 0.0 0.0 3.0 1.0 //Linear add\0Screen add\0Screen/Lighten/Opacity\0Lighten\0 #pragma parameter fLensdirtIntensity "Lens Dirt Intensity" 0.4 0.0 2.0 0.1 //Intensity of lensdirt. #pragma parameter fLensdirtSaturation "Lens Dirt Saturation" 2.0 0.0 2.0 0.1 //Color saturation of lensdirt. #pragma parameter fLensdirtTint_r "Lens Dirt Tint R" 1.0 0.0 1.0 0.05 #pragma parameter fLensdirtTint_g "Lens Dirt Tint G" 1.0 0.0 1.0 0.05 #pragma parameter fLensdirtTint_b "Lens Dirt Tint B" 1.0 0.0 1.0 0.05 //R, G and B components of lensdirt tint the lensdirt color gets shifted to. #pragma parameter fAnamFlareThreshold "Anam Flare Threshold" 0.9 0.1 1.0 0.1 //Every pixel brighter than this value gets a flare. #pragma parameter fAnamFlareWideness "Anam Flare Width" 2.4 1.0 2.5 0.1 //Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible. #pragma parameter fAnamFlareAmount "Anam Flare Amt" 14.5 1.0 20.0 0.5 //Intensity of anamorphic flare. #pragma parameter fAnamFlareCurve "Anam Flare Curve" 1.2 1.0 2.0 0.1 //Intensity curve of flare with distance from source. #pragma parameter fAnamFlareColor_r "Anam Flare Col R" 0.012 0.0 1.0 0.01 #pragma parameter fAnamFlareColor_g "Anam Flare Col G" 0.313 0.0 1.0 0.01 #pragma parameter fAnamFlareColor_b "Anam Flare Col B" 0.588 0.0 1.0 0.01 //R, G and B components of anamorphic flare. Flare is always same color. #pragma parameter fLenzIntensity "Lenz Intensity" 1.0 0.2 3.0 0.1 //Power of lens flare effect #pragma parameter fLenzThreshold "Lenz Threshold" 0.8 0.6 1.0 0.1 //Minimum brightness an object must have to cast lensflare. #pragma parameter fChapFlareThreshold "Chap Flare Threshold" 0.9 0.7 0.99 0.05 //Brightness threshold for lensflare generation. Everything brighter than this value gets a flare. #pragma parameter iChapFlareCount "Chap Flare Count" 15.0 1.0 20.0 1.0 //Number of single halos to be generated. If set to 0, only the curved halo around is visible. #pragma parameter fChapFlareDispersal "Chap Flare Dispersal" 0.25 0.25 1.0 0.05 //Distance from screen center (and from themselves) the flares are generated. #pragma parameter fChapFlareSize "Chap Flare Size" 0.45 0.2 0.8 0.05 //Distance (from screen center) the halo and flares are generated. #pragma parameter fChapFlareCA_r "Chap Flare CA R" 0.0 0.0 1.0 0.01 #pragma parameter fChapFlareCA_g "Chap Flare CA G" 0.01 0.0 1.0 0.01 #pragma parameter fChapFlareCA_b "Chap Flare CA B" 0.02 0.0 1.0 0.01 //Offset of RGB components of flares as modifier for Chromatic abberation. Same 3 values means no CA. #pragma parameter fChapFlareIntensity "Chap Flare Intensity" 100.0 5.0 200.0 5.0 //Intensity of flares and halo, remember that higher threshold lowers intensity, you might play with both values to get desired result. #pragma parameter fGodrayDecay "Godray Decay" 0.99 0.5 0.9999 0.05 //How fast they decay. It's logarithmic, 1.0 means infinite long rays which will cover whole screen #pragma parameter fGodrayExposure "Godray Exposure" 1.0 0.7 1.5 0.05 //Upscales the godray's brightness #pragma parameter fGodrayWeight "Godray Weight" 1.25 0.8 1.7 0.05 //weighting #pragma parameter fGodrayDensity "Godray Density" 1.0 0.2 2.0 0.2 //Density of rays, higher means more and brighter rays #pragma parameter fGodrayThreshold "Godray Threshold" 0.9 0.6 1.0 0.05 //Minimum brightness an object must have to cast godrays #pragma parameter iGodraySamples "Godray Samples" 128.0 16.0 256.0 16.0 //2^x format values; How many samples the godrays get #pragma parameter fFlareLuminance "Flare Luminance" 0.095 0.0 1.0 0.005 //bright pass luminance value #pragma parameter fFlareBlur "Flare Blur" 200.0 1.0 10000.0 50.0 //manages the size of the flare #pragma parameter fFlareIntensity "Flare Intensity" 2.07 0.2 5.0 0.1 //effect intensity #pragma parameter fFlareTint_r "Flare Tint R" 0.137 0.0 1.0 0.05 #pragma parameter fFlareTint_g "Flare Tint G" 0.216 0.0 1.0 0.05 #pragma parameter fFlareTint_b "Flare Tint B" 1.0 0.0 1.0 0.05 //effect tint RGB vec3 fFlareTint = vec3(global.fFlareTint_r, global.fFlareTint_g, global.fFlareTint_b); vec3 fAnamFlareColor = vec3(global.fAnamFlareColor_r, global.fAnamFlareColor_g, global.fAnamFlareColor_b); vec3 fLensdirtTint = vec3(global.fLensdirtTint_r, global.fLensdirtTint_g, global.fLensdirtTint_b); vec3 fBloomTint = vec3(global.fBloomTint_r, global.fBloomTint_g, global.fBloomTint_b); vec3 fChapFlareCA = vec3(global.fChapFlareCA_r, global.fChapFlareCA_g, global.fChapFlareCA_b); bool bGodrayEnable = bool(global.bGodrayEnable_toggle); bool bChapFlareEnable = bool(global.bChapFlareEnable_toggle); bool bLenzEnable = bool(global.bLenzEnable_toggle); bool bAnamFlareEnable = bool(global.bAnamFlareEnable_toggle); bool bLensdirtEnable = bool(global.bLensdirtEnable_toggle); // If 1, only pixels with depth = 1 get lens flares // This prevents white objects from getting lens flares sources, which would normally happen in LDR #ifndef LENZ_DEPTH_CHECK #define LENZ_DEPTH_CHECK 0 #endif #ifndef CHAPMAN_DEPTH_CHECK #define CHAPMAN_DEPTH_CHECK 0 #endif #ifndef GODRAY_DEPTH_CHECK #define GODRAY_DEPTH_CHECK 0 #endif #ifndef FLARE_DEPTH_CHECK #define FLARE_DEPTH_CHECK 0 #endif